< This section is under construction >

If you are on a MUSH, you are in a multi-player environment. Because you are in a world with other people, you do not have full authorial control. Your right to determine exactly what happens to your character stops where it collides with other people's rights to determine what happens to theirs.
Where such interests collide, players need means to determine what happens. Who succeeds and who looses when.

In homogeneous groups, with people that know and trust each other, a simple exchange of desires may solve such issues and players almost automatically agree.
However, on a Mush with people you don't know, cannot even see or hear, gaining each others trust and understanding may not be possible. Here, systems are necessary to help players settle disagreements. But, on what grounds should they be based?

Should such decisions be based on character statistics and chance? This works for a purely simulation-based game, but 'dice' do not take the wishes of players into consideration.

Should players base decisions on what makes 'good story' or 'good roleplay'? There are as many opinions on what is 'good story' as there are players. What's more, players have conflicting expectations and OOC-desires about what they want from a scene or a plot, or on what is a reasonable outcome.

Different Mu* have different ways of resolving such conflicts, and in this section, we specify ours.

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